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758 Commits over 791 Days - 0.04cph!

5 Days Ago
fix vclouds "kernel not set" error sometimes showing up
6 Days Ago
early out water caustics where surface mask is 0 (no water)
6 Days Ago
increase water foam indirect lighting contribution so it's actually visible in shadow
8 Days Ago
light sources on water w/ shadows, water also receives sun shadows now as well
12 Days Ago
merge from vclouds_optim
12 Days Ago
vclouds optimizations: - move ExecuteCommandBuffer() call to generate weather textures from LateUpdate() into rendering code callback, calling it in LateUpdate() created a thread sync point - completely skip rendering the cirrus cloud layer as it's unused (wasted some GPU time) - fix rounding math for compute group sizes, also add a bounds check in the main CloudMarch shader
14 Days Ago
merge from render_pipeline_testing
14 Days Ago
potential fix for contacts mugshots weirdness on first render
19 Days Ago
merge from main
25 Days Ago
merge from main
25 Days Ago
merge from render_pipeline_testing
25 Days Ago
set up empty renderer data for chippy camera, fixes viewmodel rendering inside chippy
25 Days Ago
merge from main
25 Days Ago
fix the contact shadows option being removed by mistake
26 Days Ago
merge from render_pipeline_testing
26 Days Ago
implement texel density vizzer in RRP
26 Days Ago
don't render water in preview cameras
29 Days Ago
merge from render_pipeline_testing
29 Days Ago
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
29 Days Ago
merge from render_pipeline_testing
29 Days Ago
fix RRP drawing ocean after water bodies
33 Days Ago
merge from render_pipeline_testing
33 Days Ago
fix RRP missing pixelation censorship size override + fov logic
33 Days Ago
merge from render_pipeline_testing
33 Days Ago
- update water bodies to use RRP renderer lists, much more efficient especially if lots of water bodies are being rendered - store separate list of water bodies with a material blend to avoid looping over all water bodies to update just those every frame
34 Days Ago
merge from render_pipeline_testing
34 Days Ago
stop deploy guides from rendering into the lighting reflection probe in RRP
34 Days Ago
merge from vm_alloc_fix
34 Days Ago
fix viewmodel skins no longer working with the allocation fix. skins work again and allocations still fixed
35 Days Ago
merge from vm_alloc_fix
35 Days Ago
fix allocations in viewmodel renderer feature
35 Days Ago
merge from vclouds_always_on
39 Days Ago
fix vclouds still disappearing in cargo hold in brp
39 Days Ago
fix billboard clouds flickering in front of foreground objects in RRP (OnBeginRendering callback needs to happen before culling)
39 Days Ago
complete the revert of culling water/clouds when underground, causing issues, will revisit
40 Days Ago
fix bad vcloud perf, reprojection was mistakenly being disabled
40 Days Ago
remove option to disable volumetric clouds
40 Days Ago
fix SSAO applying on top of fog in RRP
41 Days Ago
fix vclouds not respecting render scale in RRP
41 Days Ago
fix water reflection probe funkiness when using the chippy arcade machine in RRP
41 Days Ago
merge from render_pipeline_testing (fixes)
41 Days Ago
merge from main
41 Days Ago
fix volumetric fog shadows not working in RRP
42 Days Ago
cherry pick 166226 fix
42 Days Ago
fix viewmodels disappearing when switching back to BRP with RRP being initially enabled on game launch
42 Days Ago
cherry pick DefaultVolumeProfile change, fix for deep sea color grading in RRP
42 Days Ago
fix missing HSVRemap from DefaultVolumeProfile
43 Days Ago
merge from render_pipeline_testing
43 Days Ago
compile fix
43 Days Ago
merge from render_pipeline_testing (water fixes)